Encounters in the Wilderness

What awaits once the heroes leave the roads and villages of civilization behind and venture out into the wilds? Animals, monsters, and nature, of course! Bring spare rations.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD) but most encounters can be applied to other climates than the forests and plains of Medieval Europe as well.

Elves that look suspiciously like Canadian Indians, or something.

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A character stumbles upon an old, rotting leather pouch containing a few coins that no one is likely to recognize the origin of.
A pack of wolves track the characters, following them until they leave the wolves’ territory. The wolves are not likely to attack an alert group of characters but may tear apart supplies or packs left unguarded, or if hungry enough, attack characters who wander off alone.
A person in old fashioned clothes wanders into camp at night. He or she is quite willing to answer questions but is ignorant of recent happenings and goings-on. At dawn he or she disappears. The characters may find old bones or perhaps a grave where the ghost vanished.
The characters happen upon a seemingly harmless eccentric wandering more or less aimlessly in the wilds. He or she seems friendly and accommodating, if a little odd—but turns out to be the friendly neighbourhood serial killer, necromancer, or other nut job. This person may not be hostile per se, but certainly will test the characters' ethics.
The characters bump into a small group of people who are obviously accustomed to surviving in the wild, yet ask many questions about the characters’ origin and affiliations. They are army scouts, and may offer a bit of help upon verifying that the characters do not belong to the opposing faction or army—unless they do.

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